This document appears to be from a workshop focused on design thinking and experimentation. It includes an agenda for a two-day workshop, with sessions on topics like empathy, defining problems, brainstorming solutions, prototyping, and iterating concepts based on user testing. Workshop attendees are encouraged to follow design thinking processes to develop ideas and solutions for improving services through small experiments and pilots. The document shares examples of projects and provides guidance on applying design thinking methods.
3. GRETCHEN ADDI
ASSOCIATE PARTNER
KATE LYDON
PUBLIC SECTOR PORTFOLIO LEAD
SARAH RIENHOFF
BUSINESS DEVELOPMENT LEAD
EUGENE BAAH
BUSINESS DEVELOPMENT LEAD
57. HOW MIGHT WE...
INCREASE / DECREASE
HMW MADLIB
[ OUR USER ]’S [ SPECIFIC EMOTION ]
IN / WHEN [ SPECIFIC CONTEXT ] ?
58. MOLLY
A HARRIED MOTHER OF THREE,
NEEDS A WAY TO KEEP TRACK
OF HER CHILDREN, BECAUSE
THERE ARE MORE DISTRACTIONS
THAN SAFE HAVENS IN AN AIRPORT.
AN EXAMPLE
59. HOW MIGHT WE... DECREASE
MOLLY’S FEAR OF STRANGER
MOLLY’S MADLIB
DANGER WHEN SHE’S WITH
HER CHILDREN IN THE AIRPORT?
60. WRITE YOUR HMW 10
MINS
1
HOW MIGHT WE...
INCREASE / DECREASE
[ OUR USER ]’S [ SPECIFIC EMOTION ]
IN / WHEN [ SPECIFIC CONTEXT ] ?
61.
62. NOT ANOTHER MEETING
DEFER JUDGEMENT
ENCOURAGE WILD IDEAS
BUILD ON OTHERS’ IDEAS
STAY ON TOPIC
ONE CONVERSATION
BE VISUAL
GO FOR QUANTITY
THE RULES
63. NOT ANOTHER MEETING
DEFER JUDGEMENT
ENCOURAGE WILD IDEAS
BUILD ON OTHERS’ IDEAS
STAY ON TOPIC
ONE CONVERSATION
BE VISUAL
GO FOR QUANTITY
THE RULES
92. DEFINE THE PROBLEM 30
MINS
3
DEFINE THIS USER’S GOALS—NOT THE WHAT, BUT THE WHY
DETERMINE A GAME CHANGER FOR THEM
WRITE A TIGHT HOW-MIGHT-WE QUESTION
95. GET INTO YOUR TEAM
SHARE YOUR AREAS OF EXPERTISE
SELECT BRAINSTORMERS
1
SET UP THE BRAINSTORM BOARD AGAINST A WALL
GRAB A STACK OF POST-ITS AND SHARPIES
SET UP THE SPACE
2
5
MINS
98. WRITE, SKETCH, AND VERBALIZE
SHARE & PIN ONE IDEA AT A TIME
BRAINSTORM 25
MINS
3
KEEP THE RULES IN MIND
DEFER JUDGEMENT
ENCOURAGE WILD IDEAS
STAY ON TOPIC
ONE CONVERSATION AT A TIME
BE VISUAL
GO FOR QUANTITY
BUILD ON OTHERS’ IDEAS
THE RULES
102. IDENTIFY CATEGORIES OR THEMES
WHAT BIG IDEAS HAVE EMERGED?
CLUSTER YOUR IDEAS
1
COMPARE YOUR IDEAS & RANK TOP CHOICES
SELECT THE MOST PROMISING IDEA
DEFINE YOUR CRITERIA
2
15
MINS
110. VISUALIZE OR DRAW YOUR CONCEPT
CREATE MULTIPLE DRAFTS
SKETCH IT OUT
1
IDENTIFY ASSETS NEEDED
2
THINK ABOUT THE RESOURCES YOU NEED
HOW MIGHT YOU PROCURE THE MATERIALS?
30
MINS
111. GET A GUT CHECK 30
MINS
3
PARTNER WITH ANOTHER TEAM ( 15 MINS PER TEAM )
SHARE YOUR IDEA AND CO-CREATE WITH THEM
WHAT FEEDBACK DID THEY HAVE FOR YOU?